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Only use Steam Virtual Gamepads if we're running under Steam
Fixes https://github.com/libsdl-org/SDL/issues/11214 Fixes https://github.com/libsdl-org/SDL/issues/11215 (cherry picked from commit8a30def5f2) (cherry picked from commitb6fa4dc794)
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@@ -2123,28 +2123,10 @@ SDL_bool SDL_ShouldIgnoreGameController(const char *name, SDL_JoystickGUID guid)
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return SDL_TRUE;
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}
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if (SDL_allowed_controllers.num_included_entries == 0 &&
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SDL_ignored_controllers.num_included_entries == 0) {
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return SDL_FALSE;
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}
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SDL_GetJoystickGUIDInfo(guid, &vendor, &product, &version, NULL);
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if (SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE)) {
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/* We shouldn't ignore Steam's virtual gamepad since it's using the hints to filter out the real controllers so it can remap input for the virtual controller */
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/* https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices */
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SDL_bool bSteamVirtualGamepad = SDL_FALSE;
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#if defined(__LINUX__)
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bSteamVirtualGamepad = (vendor == USB_VENDOR_VALVE && product == USB_PRODUCT_STEAM_VIRTUAL_GAMEPAD);
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#elif defined(__MACOSX__)
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bSteamVirtualGamepad = (vendor == USB_VENDOR_MICROSOFT && product == USB_PRODUCT_XBOX360_WIRED_CONTROLLER && version == 0);
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#elif defined(__WIN32__)
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/* We can't tell on Windows, but Steam will block others in input hooks */
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bSteamVirtualGamepad = SDL_TRUE;
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#endif
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if (bSteamVirtualGamepad) {
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return SDL_FALSE;
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}
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if (SDL_IsJoystickSteamVirtualGamepad(vendor, product, version)) {
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return !SDL_GetHintBoolean("SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD", SDL_FALSE);
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}
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if (SDL_allowed_controllers.num_included_entries > 0) {
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